Doom vfr oculus touch
Two 60-plus hour RPGs? VR might not be the optimal way to play those, but it’s certainly an impressive showpiece. And I suspect Fallout 4 VR and Skyrim VR will be somewhat more impressive, if only because the scope is so much larger than anything we currently have on the platform. It’s funny-everyone wanted bigger publishers to get involved with VR. Why? Why would you put a Newton’s cradle, literally an object that exists purely to show off physics, into your game and then not let players mess with it? As far as I could tell it’s just a static prop, entirely decorative. I reached out to touch it and set the balls swinging back and forth and…nothing. A notable example: In the second or third mission you’ll pass a desk with a Newton’s cradle conspicuously on top. There’s also a bizarre lack of physics objects, given that most VR devs cram them into every corner like Half-Life 2 on steroids. Hopefully the optimization end can be smoothed out in the coming weeks. I also had some flickering texture issues. I didn’t run into that issue, but Doom VFR is incredibly demanding even on my GeForce GTX 980 Ti, and frequently dropped frames while loading in assets (resulting in Steam being visible for a brief period as the Vive tried to mitigate any discomfort). Note: Many people are reporting crashes on Steam. I kept reaching out to touch things to no avail. Apparently that version has three different control schemes to cover the Move, Aim, and DualShock controllers.
![doom vfr oculus touch doom vfr oculus touch](https://i.ytimg.com/vi/xkDDjzjdQCg/maxresdefault.jpg)
![doom vfr oculus touch doom vfr oculus touch](https://cdn.arstechnica.net/wp-content/uploads/2017/12/doomvfr01.jpg)
I imagine this was a compromise we can lay at the feet of PlayStation VR. Grab a gun out of the corner? You’ve got it-magic laser pointer finger. Need to interact with a computer? Laser pointer finger. Game asks you to pick up a keycard? You aim your laser-pointer index finger at it and it teleports into your hand. Other oddities: You can’t grab (or punch) any object directly. That’s a make-or-break problem on occasion, and resulted in more than a few unfair deaths. Oh, and there’s no collision on guns that I can tell, so many times I whipped out my shotgun in close quarters situations only to fire through an enemy, both barrels unloading harmlessly behind its head and into a wall or whatever. Get ready to aim directly at an imp’s head, pull the trigger six times, and see rounds fire six different angles. Not that it would matter if you could-apparently to compensate for the lack of recoil, the devs at id put a random spread pattern on most fast-firing guns.
#DOOM VFR OCULUS TOUCH HOW TO#
I came across a few computers that seemed like they had supplemental text files and audio logs I should be able to listen to, but if that is possible I couldn’t figure out how to activate them. Doom VFR is weirdly empty apart from his ramblings. It was basically just set-up for whatever arena came next, many of which are tied to locations reused from the original game (like Samuel’s office).
![doom vfr oculus touch doom vfr oculus touch](https://uploadvr.com/wp-content/uploads/2017/06/DOOMVFR-e1517258880120.png)
![doom vfr oculus touch doom vfr oculus touch](https://www.vrheads.com/sites/vrheads.com/files/styles/xlarge_wm_brb/public/field/image/2017/05/rift-touch-hero-table-01.jpg)
I quickly found myself just tuning this player-narrator out, because none of what he had to say was very interesting. “The last actuator is embedded in that Cyberdemon” is almost word-for-word a line from Doom VFR, uttered with almost zero sense of irony or wink-wink-hey-we-know-this-is-dumb to the audience. That in mind, your character here isn’t given much to work with. Last year’s Doom included more lore for those who wanted to really “get” it, but suffice it to say you didn’t miss much. None of it’s very interesting or important either, in part because…well, Doom’s story isn’t very interesting or important. Given the in media res opening of Doom’s 2016 flat-screen version, and the merciful silence of the player character, it was more than a bit distracting to hear the world’s blandest everyman voice come out of my “mouth” here. I was immediately taken aback by the fact that my character speaks though.